Citizen. A project that has been in planning for more than 4 months, and now is not even fully completed... but is coming along pretty smoothly. A modification that might very well be the most advanced single player modification for San Andreas. A modification that crosses the boundaries of the legacy SCM and even the SCO runtime, using a coding method only seen before in GTA4 modifications. That is what Citizen is all about.

Adding new gameplay stuff, concepts never seen before in a GTA game, new collectibles, missions and other minor tweaks to bring a lot of fun to the good old SA. For example, saving your game happens every 5 seconds... to a online server that keeps track of all stuff happening in Citizen. When you start Citizen, the game will automatically check for updated mod files and install them. Even better, Citizen won't alter your normal San Andreas game - when you exit Citizen, SA will be back to normal.

Because typing all features out in a couple of sentences does not work very well, there is going to be a list of features just below this line... and there are even more that are not in the list!

- Completion percentage- Improved gamepad support- Rampages - New mission starting method- Random side missions like Vehicle Theft- The best taxi mod for SA- New missions- New vehicles- and a lot more

Obviously, you might wonder what the 'episodes' name stands for... indeed, Citizen will be released in episodes, each containing new missions, side missions and other tweaks; and you don't even have to worry about installing them -- it happens automatically! By the way, don't worry... I have permission for all the work by other modders I've used.

Some (outdated, in fact) gameplay videos:

The obligatory heap of screenshots:

I'll release the mod when I have some more missions/sidemissions/rampages created... there are just 5 missions in-game now.

TigerTanker

Sounds and looks like an awesome script mod. I'll surely give it a try after you release it. By the way, are you using a graphic patch? Your game looks great or it's just because of your graphics card? Anyways, good luck with your mod, I can't wait for the release.

By the way, are you using a graphic patch? Your game looks great or it's just because of your graphics card?

It's all included in Citizen... Project Reality blended with a few texture modifications.

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its awsome but i think OP HD cars dont fit there (now some cars are HD and some NO)

They fit in better than some other third-party cars... and I don't quickly notice the difference.

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and second i think you must hange animation for shoting from car (Now he dont have hand on stering wheel)

And that hampers the gameplay... how? III/VC had animations where a hand floated above the wheel, and this is not GTA4.

Another thing I've been working on is seamless two-player missions... I've figured out how to load the CControllerState for the second player, and I'm planning on making a lot of missions also co-op capable... that was lacking a bit in the normal SA.

Whenever you find a 2-player mission (which is more than just rampages), you will hopefully be able (though not in the first release) to either log in with a Citizen account (which will download YOUR statistics and such to the second player character) or play as guest (which will be like the original two-player mode, and the only thing in the first release).

Any ideas for co-op missions or other 2-player stuff?

P.S.: No, the two-player support will be fully built in, you don't need SAAC... just one (or two, since you won't be able to use mouselook) XInput-capable controllers (which includes using the XInput emulator) and two players, obviously.

the 2nd player is controlled with controller or online with the other ?

Like the PS2 version - local splitscreen using a gamepad. Creating correctly synced network multiplayer with AI is almost impossible to do. By the way, two-player mode support is progressing nicely, and I think 3-4 specific two-player supporting missions will be released shortly after the base Citizen release as a update. Freeroam and 'normal' missions will obviously always be available... co-op 'Protect the VIP' is really fun

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Ah sorry guy. Where's the improved graphic? I cannot see anything new from those pictures except OnePiece's cars.

The GTA IV marker icon (by me), changed road textures (3rd party), new fonts (also by me), improved particles (3rd party again) and my high-quality traced GTA4 style radar are invisible or so? By the way, what do you mean/who are you referring to with 'Ah sorry guy'?

Off-topic: I've found out my regular gamepad I use for testing is totally inferior to a Sixaxis gamepad when it comes to precision in SA/PC... or that may be caused by XInputEmu deadzone settings

- How about driving a boat full of drugs or whatever could fit in with the story with the other player firing from it? Or maybe have the boat sail with an NPC at the wheel on a pre-determined path full of enemies/enemy ships while both players struggle to defend it?- Also some kind of Bomb 'da Base thing would rock, with both players having diferent weapons sets, and eventually needing each other.- Or you know what? How about a vigilante-like extermination mission? Both players go some place, kill criminals then pursue an escaping vehicle while a couple bikers ala Lure chase the players so they cant fullfill the task with ease?- Also, I'm thinking of a Free-Roam involving both players choosing diferent weapon sets and then chosing some kind of "game mode" like"zombies" aka punching peds, nothing too elaborated, or "Survival" with few peds on street but having strong weapons like AKs, M4's etc or even maybe a "Two-Man Army" having both players battle against helicopters with men in turret mode like Reuniting the Families and soldiers/swat coming from everywhere, trying to make the best time posibleEDIT: Also, you should try to see if you can make a "fake" rocket launcher via scripts that way it's posible to use an RPG in 2 player

Hi again. I have decided to rework a lot of the Citizen modification... for example, you won't be able to choose your own gang - instead, a GTA2-style respect system will be added, but obviously changed to fit into III-style gameplay. Other things I've decided to change with that is for instance the implementation of gang wars - you'll be able to call any gang that does not hate you to initiate a random gang war to another gang's zone.

Also, the main gameplay of GTA games which consists of a linear sequence of scares missions will be overthrown a lot, relying more on random tasks which boost gang respect, intermixed with missions... you know the GTA1 random pager messages? It'll be like those mixed with GTA4's mission starting phone calls, but obviously based on differing parameters. Perhaps I can even make it possible to have multiple missions proceeding at the same time... though mission progress will in that case only be saved up to 'major checkpoints' like Bully's points where dying makes you respawn there, or GTA:CW's trip skip points.

I'm really planning to make Citizen a lot less like a 'classic' GTA game, but instead doing things that you wouldn't see in any R* game... probably This could be used to create a unpredictable mission order. For example, in GTA games you often see a series of missions building up to one final thing... but they're all fixed in the same storyline position. I could for example randomly decide which of these series to start, which helps a lot with non-linearity. This may take a lot of work to get to work properly - but it'll be worth it.

Also, I could use a bit of help with Citizen... it's not like I can do everything by myself, and having a team support the mod could help a lot. The positions I'm looking for are:

- TesterTask description: they do the least known task, but get to play new Citizen updates first. I could do this myself, but that'd only find bugs in my own gameplay styleRequirements: time, reporting any bugs you find

Interested? Please post a reply. BTW, I don't want just testers... I know what you think.

Ryder 556

Hi again. I have decided to rework a lot of the Citizen modification... for example, you won't be able to choose your own gang - instead, a GTA2-style respect system will be added, but obviously changed to fit into III-style gameplay. Other things I've decided to change with that is for instance the implementation of gang wars - you'll be able to call any gang that does not hate you to initiate a random gang war to another gang's zone.

Also, the main gameplay of GTA games which consists of a linear sequence of scares missions will be overthrown a lot, relying more on random tasks which boost gang respect, intermixed with missions... you know the GTA1 random pager messages? It'll be like those mixed with GTA4's mission starting phone calls, but obviously based on differing parameters. Perhaps I can even make it possible to have multiple missions proceeding at the same time... though mission progress will in that case only be saved up to 'major checkpoints' like Bully's points where dying makes you respawn there, or GTA:CW's trip skip points.

I'm really planning to make Citizen a lot less like a 'classic' GTA game, but instead doing things that you wouldn't see in any R* game... probably This could be used to create a unpredictable mission order. For example, in GTA games you often see a series of missions building up to one final thing... but they're all fixed in the same storyline position. I could for example randomly decide which of these series to start, which helps a lot with non-linearity. This may take a lot of work to get to work properly - but it'll be worth it.

Also, I could use a bit of help with Citizen... it's not like I can do everything by myself, and having a team support the mod could help a lot. The positions I'm looking for are:

- TesterTask description: they do the least known task, but get to play new Citizen updates first. I could do this myself, but that'd only find bugs in my own gameplay styleRequirements: time, reporting any bugs you find

Interested? Please post a reply. BTW, I don't want just testers... I know what you think.

Bump for good justice.

I could possibly be a tester. Got a lot of time and my play style is sporadic. Sometimes I just like to drive around blowing sh*t up. Other times drive around with gang members shooting people or just running around shooting people and stuff.

Also I can model a little bit. Learning more and more every few days. I can't texture just yet(Maybe a ball or a crate but nothing like a gun just yet). But once I find a good tutorial I'll be down for that. Oh BTW I'm talking about weapons. I can't make my own peds but I can modify existing ones and re-export them back into the game.

If you want me to show you some stuff it may take about 2 or 3 days but I'll get something.

Also I can make some good maps. But MEd is f*cking up for me and taking like 10, maybe 15 seconds for it to load once I select something. It also freezes every now and again. So that's a no go.

EDIT: I can't export my models. I'm working on an uzi but when I try and export it says "Diffuse: Undefined" or something like that. Any help would be appreciated.